• Title/Summary/Keyword: User's Life Environment

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Evaluation of Smart Lighting User Experience in Smart Safety Living Lab (스마트안전 리빙랩에서의 스마트 조명 사용자경험 평가)

  • Jo, Eun-Ji;Ryu, Do-Hyeon;Kim, Kwang-Jae;Lee, Gi-Hyun;Yun, Jung-Min;Cho, Jung-Hyun;Jeon, Kwang-sik;Lee, Ji-Yeon
    • Journal of Korean Society for Quality Management
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    • v.50 no.4
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    • pp.679-700
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    • 2022
  • Purpose: Smart lighting adjusts brightness and color temperature according to weather, the user's activity, mood, etc. This study performed user experience(UX) evaluation of smart lighting in a living lab. The purpose of evaluating UX and analyzing the evaluation results is to improve user-friendliness and market competitiveness of smart lighting Methods: A living lab is a virtual or physical space where various stakeholders participate to develop, verify, and evaluate products, services, or systems in a real-life environment. In this study, an environment of using smart lighting was established in the Smart Safety Living Lab. Subjects performed UX evaluation after interacting freely with smart lighting in the Smart Safety Living Lab. Results: As a result of UX evaluation, it was confirmed that UX was overall excellent and subjects were satisfied with setting a desired indoor mood through smart lighting. However, operating the switch of smart lighting may be difficult due to its complexity, and it is needed to improve some functionalities such as the brightness range provided by smart lighting. Conclusion: This study is expected to contribute to establishing the way of UX improvement of smart lighting. This study is also expected to contribute to developing smart lighting as a high-quality product by reflecting the subjects' needs and UX derived in a real-life environment.

A semantic Study on Environmental-friendly of Interior Architecture materials (실내건축재료의 환경친화에 관한 의미론적 고찰)

  • 강승모;권자인
    • Korean Institute of Interior Design Journal
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    • no.28
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    • pp.117-123
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    • 2001
  • In 1990s, interest on Environment has been increased and Environment-oriented consumer's economic power accelerated the trend of preference for 'Environment-friendly material'. Moreover, the concept of 'Sick Building' Syndrome has been spread to the public and solution for the syndrome is required. 'Environment-friendly material'means that the material used is not harmful for the user's health, and on top of that, causes least harm to the environment during production/scrap process of the material itself. Decision of designers and architectures, as a result, is really crucial tot he environment issues. Above all, selecting the most environment-friendly material and design among possible candidates is natural and cost saving way. In the paper, couple of Evaluation Criterium for Material Selection are analyzed and objective linkage has been identified. With the result of analysis, methodology to minimize damage on environment during whole life cycle of the Interior Design has been sought for.

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Basic study of comfortable air movement for subjects to use the occupation experience (피체험자 생활이력을 이용한 쾌적기류 도출에 관한 기초연구)

  • 김만수;금종수;김형철;정백영;최호선
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.11a
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    • pp.97-102
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    • 2002
  • Resident's agreeableness anger elevation request by improvement of life environment with economy development is increasing recently. However, research about air current estimation in dwelling environment that make use of air conditioner summer and cooling room is lacking going yet much. We are going to prefer most air current pattern(speed 3 steps of swing) that offer in PAC after figure processing because user's life hysteresis and present air current pattern that is supposed and offer more agreeable environment to room resident.

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Fuzzy Inductive Learning System for Learning Preference of the User's Behavior Pattern (사용자 행동 패턴 선호도 학습을 위한 퍼지 귀납 학습 시스템)

  • Lee Hyong-Euk;Kim Yong-Hwi;Park Kwang-Hyun;Kim Yong-Su;June Jin-Woo;Cho Joonmyun;Kim MinGyoung;Bien Z. Zenn
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.7
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    • pp.805-812
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    • 2005
  • Smart home is one of the ubiquitous environment platforms with various complex sensor-and-control network. In this paper, a now learning methodology for learning user's behavior preference pattern is proposed in the sense of reductive user's cognitive load to access complex interfaces and providing personalized services. We propose a fuzzy inductive learning methodology based on life-long learning paradigm for knowledge discovery, which tries to construct efficient fuzzy partition for each input space and to extract fuzzy association rules from the numerical data pattern.

Design of Hull Residual Life Prediction System Considering Corrosion and Coating (부식과 도장을 고려한 선체잔여수명예측시스템 설계)

  • Park, Seong-Whan;Lee, Han Min
    • Journal of the Society of Naval Architects of Korea
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    • v.50 no.2
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    • pp.104-110
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    • 2013
  • In this paper, the design procedure and results for 'Residual Life Prediction System Considering Corrosion and Coating' are explained, which is one module of 'Life-cycle Management System of Ship and Offshore Plant's' Operation. This 'Residual Life Prediction System' has two main functions; one is residual life prediction function based on probability processing using corrosion measurement data of ship's major structural members, and another is rust rate prediction function based on visual image processing of inspection photos. The analysis of system user requirements and functions are introduced, and the structure and environment of the developed system are explained.

Formation of a composite theory of planning built environment for holistic health (총체적 건강을 위한 건축 공간계획의 실험적 복합이론 구축연구)

  • Lee, Yeun-Sook;An, So-Mi;Lim, Soo-Hyun
    • KIEAE Journal
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    • v.10 no.1
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    • pp.97-107
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    • 2010
  • Although aspiration towards quality of life and holistic health has been growing faster in our modern society and the affordance of health in built environment has been more acknowledged, there has been hardly any development on built environment planning and design theory that can be comfortably and confidently used in creating built environment to promote holistic health. Thereby, this study sets out to experimently formulate a composite theory that explains the relationship between health and built environment. The main methodology of this study is literature review and analysis. Theories that have been applied in other similar fields were chosen to be analyzed by health related perspectives and graft those theories onto holistic health viewpoints to compose a comprehensive theory. Selected theories that were considered useful to be analyzed were Lawton's Environment Press Theory, Carp & Carp's Complementary & Congruence Theory, Valins' Activity-based Design Criteria Theory, Atchley's Continuity Theory, Murtha & Lee's User Benefit Criteria Theory, and Alexander's Pattern Language Theory. Characteristics of these theories were compared by their abstractness and concreteness, and the range of application, and analyzed by a holistic health perspective. Then, these theories were comprehensively structuralized and synthesized as a built environment for health theory. This study has its significance in providing a base to develop healthy built environment research further as it introduced a conceptual framework which explains spatial elements in the health functionality point of view.

A Study on LED Energy Efficiency in Buildings through Cloud-based User Authentication in IoT Network Environment (IoT 네트워크 환경에서 클라우드 기반의 사용자 인증을 통한 건물 내의 LED에너지 효율화 연구)

  • Ahn, Ye-Chan;Lee, Keun-Ho
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.235-240
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    • 2017
  • Recently, Internet of things have been applied to various fields and are becoming common in our everyday life. Everything in our daily lives is networked, interacting with each other and giving us more useful effects. In this paper, we implemented an algorithm that can illuminate the LED lighting to the authorized person 's place in the network environment connected with the authentication device only once with the user authentication. User authentication in one building User authenticated through a single user search for the location of the user's lab stored in the database using the certified information and LED lights up to the lab where the user works. Through this, unnecessary energy is generated because people do not pass frequently.

A Study on Chair Design for User's Interpersonal Exchange of Emotion - Focused on Chair Structure and Function - (이용자 상호간 감성교류를 위한 의자디자인 연구 - 의자의 구조와 기능을 중심으로 -)

  • Kim, Kyung-Won
    • Journal of the Korea Furniture Society
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    • v.21 no.2
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    • pp.157-166
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    • 2010
  • Furniture in the modern living environment, inclusive the importance of its practical value, is a plastic element of indoor space, and its artistic value also holds an important position. Moreover, emotional design based on the emotional engineering in a structural change of modern society such as urbanization, small family, aging society is proposed as an important keyword in the modern design. Namely, furniture as an component of modern residential space has been advanced as a human-oriented environmental element considering people's emotional and mental value to the functional satisfaction and artistic and emotional satisfaction. Furniture is a living tool that is much contacted to people, which affects highly on people's body and mind. This means that people's volition action can be naturally induced by furniture design, and that furniture can display a role as an active tool of means to make people's interpersonal communication and interchange. Namely, I think furniture design of emotional interchange that understands furniture user's pattern behavior and pattern, and observes furniture form and structure and functionality on users' relationship affecting on people's emotional stability and interpersonal interchange of emotion, as an indispensable element necessary for producing more human and prosperous environment of life.

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Children's Education Application Design Using AR Technology (AR기술을 활용한 어린이 교육 어플리케이션 디자인)

  • Chung, HaeKyung;Ko, JangHyok
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.4
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    • pp.23-28
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    • 2021
  • Augmented reality is a technique for combining virtual images into real life by showing information of virtual 3D objects on top of a real-world environment (Azuma et al., 2001). This study is an augmented reality-based educational content delivery device that receives user input that selects either a preset object or a photographed object for augmented reality-based training; It includes a three-dimensional design generation unit that generates a stereoscopic model of the augmented reality environment from an object, a three-dimensional view of the scene, a disassembly process of the developing road from a three-dimensional model, and a content control unit provided by the user terminal by generating educational content including a three-dimensional model, a scene chart, a scene, a decomposition process, and a coupling process to build a coupling process from the scene to the three-dimensional model in an augmented reality environment. The next study provides a variety of educational content so that children can use AR technology as well as shapes to improve learning effectiveness. We also believe that studies are needed to quantitatively measure the efficacy of which educational content is more effective when utilizing AR technology.

Multi-Level Prediction for Intelligent u-life Services (지능형 u-Life 서비스를 위한 단계적 예측)

  • Hong, In-Hwa;Kang, Myung-Seok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.3
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    • pp.123-129
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    • 2009
  • Ubiquitous home is emerging as the future digital home environments that provide various ubiquitous home services like u-Life, u-Health, etc. It is composed of some home appliances and sensors which are connected through wired/wireless network. Ubiquitous home services become aware of user's context with the information gathered from sensors and make home appliances adapt to the current home situation for maximizing user convenience. In these context-aware home environments, it is the one of significant research topics to predict user behaviors in order to proactively control the home environment. In this paper, we propose Multi-Level prediction algorithm for context-aware services in ubiquitous home environment. The algorithm has two phases, prediction and execution. In the first prediction phase, the next location of user is predicted using tree algorithm with information on users, time, location, devices. In the second execution phase, our table matching method decides home appliances to run according to the prediction, device's location, and user requirement. Since usually home appliances operate together rather than separately, our approach introduces the concept of mode service, so that it is possible to control multiple devices as well as a single one. We also devised some scenarios for the conceptual verification and validated our algorithm through simulations.

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